I fixed the dos version, for the most part. Great news!!!!!!!!! The updated files are in the old zip files, so redownload and check timestamps.

CHANGELOG (DOS)- rsed_tex: added check for empty keyboard buffer so ghost keys don't fire, which used to bog down the program- rsedload: added checking for enough conventional memory, so there's an informative fail message for that- rsed_geo: reverted full-screen update rate from continuous to selective, causes some depth issues especially with bridges but is faster on slow systems like a 486- rsed_geo: added missing w key- rsed_geo & rsed_tex: added check for the presence of a compatible mouse

Video of the editor running in dos on my k6 300 w/ l1 cache disabled (= 486/66 performance, assuming copro): https://www.youtube.com/watch?v=KXUgjmiD5DI. Not as fast as the game itself, but I didn't go 100% assembly like that guy, more like 0%.

I made a new track and called it herbmare. It stands for herb and nightmare. Break my lap record without taking shortcuts and you're doing ok.

It's my 20th track since I released rallysported last november. I made the track in two evenings, so forget spit and polish, it's just fun driving with a bit of challenge thrown in. There's floating telephone lines in the sky also, I'll remove them the day I find where in the game's executable they're handled, but for now I can't be bothered.

I rewrote the dos track loader in assembly, used to be in c++. Without particular optimizations it runs 4x faster, is 8x smaller, and I put in some other improvements as well. Some documented and undocumented manifesto commands were removed, so depending on how long you've been making or collecting tracks for, you may need to keep the older version of the loader handy to play them, or otherwise modify their $ft files to be compatible. The loader along with the rest of rallysported remains in beta - any bugs you encounter are part and parcel while that's the case.

I introduced a new dos tool, rsed_cpu, for creating cpu opponents. It lets you save your in-game lap as the cpu's for others to race against. There are some quirks to using it and I don't yet understand 100% of how the game deals with these data, but all told it seems to work decent. I updated the linux tool rsed_ai, which you can still use to tweak the cpu's lap once you've recorded it, but the linux version of rallysported in general may become obsolete, as did the windows version before it. My interest is shifting toward assembly over c++, which means more interest in developing for dos. For how long is a different matter.

The new dos v.7 pre-release is up, link in the second post. The linux version remains as v.6, I just updated some of the files. The track loader in the linux file is the old version.

Using rsed_cpu, I added a proper cpu opponent to the herbmare track, and updated the file. Maybe you find the cpu easier than the lap record to break.

I updated the dos file with some important fixes and a few smaller changes.

CHANGELOG- rsed_ldr/rsedload.bat: lap records are perhaps now saved correctly- rsed_ldr: preview of the modified track now shown in the menu- rsed_cpu: added an in-game message to indicate the lap is being recorded, ties it in a bit better with the feel of the game

I rewrote the dos texture editor in assembly. I don't own a 386, but based on testing in pcem, the rewritten rsed_tex will run well on the slowest of 386 and up. I can turn the cycles down to about 450 in dosbox before notable cursor flicker appears, so in theory a 286 could run it. But it can't, since the program uses post-286 code. Besides rewriting it, I made some improvements to it and omitted some of its previous features. Note that you run it with rsedtext.bat.

I made some changes and fixes to the dos toolset overall. I updated the dos file in the second post with them. Redownload and check timestamps.- rsed_tex: rewrote codebase from c++ to assembly.- rsed_tex: among other things, added pixel undo with right mouse button. r to undo all, as in the previous version, not implemented for now.- rsed_ldr: re-added manifesto command to set the number of track objects.- rsed_ldr: fixed game crash on setting object type to regular stone arch.- rsed_ldr: fixed failure to parse manifesto file if high bits of a register were set.- rsed_ldr: some more informative error messages.- rsed_cpu: the car's starting position now approximates the cpu's.

I created a new track, klorofyl. It's a medium-difficulty race with a difficult to beat lap record and a tough cpu opponent. Turn the difficulty to max and get frustrated as you fail to beat the cpu in a clean race. It's possible, but not easy.http://personal.inet.fi/muoti/eimuoti/rsl-klorofyl.zip

It's rallysported's first anniversary. The program was first released on 3.11.2016.

I made a recap video racing one lap on each of the 17 new tracks, give or take, known to have been made with rallysported in the year's time, in mostly chronological order. https://www.youtube.com/watch?v=VMopUnlWO24.

The tracks were all made by me, generally using jukka jäkälä's original tileset. On one of them I had my girlfriend trace the road, so the one whose road you can imagine in the shape of a heart is her contribution to the game. I'd say my top 3 of this past year's tracks is suorundi, klorofyl, hiekkaaa.

It's a tri- and quad-poly software engine much like in the game with much of the car physics parroted also, so technically I could make a dos version of it, fix some of the rendering errors etc. and stick it in rallysported, so rsed_geo would look pretty much like the game itself. Probably could add a mode where you pre-race the track inside the editor without having to launch the game too. Lots of work though, so I'm not doing it now. Probably wouldn't want to do it in assembly either, much too much work, but I could c++ it, up the system requirements for rsed_geo to a pentium, and there you go.